Unity中的橋接模式

1、建立IWeapon及其子類

using UnityEngine;

public abstract class IWeapon
{
    public abstract void Fire(Vector3 pos);
}
using UnityEngine;

public class WeapnGun : IWeapon
{
    public override void Fire(Vector3 pos)
    {
        Debug.Log("WeaponGun射擊了" + pos + "位置");
    }
}
using UnityEngine;

public class WeaponRifle : IWeapon
{
    public override void Fire(Vector3 pos)
    {
        Debug.Log("WeaponRifle射擊了" + pos + "位置");
    }
}
using UnityEngine;

public class WeaponRocket : IWeapon
{
    public override void Fire(Vector3 pos)
    {
        Debug.Log("WeaponRocket射擊了" + pos + "位置");
    }
}

2、建立ICharacter及其子類

using UnityEngine;

public abstract class ICharacter
{
    protected IWeapon _weapon;

    public ICharacter(IWeapon weapon)
    {
        _weapon = weapon;
    }

    public abstract void Attack(Vector3 pos);
}
using UnityEngine;

public class Soldier : ICharacter
{
    public Soldier(IWeapon weapon) : base(weapon) { }

    public override void Attack(Vector3 pos)
    {
        Debug.Log("Soldier攻擊");
        _weapon.Fire(pos);
    }
}
using UnityEngine;

public class Enemy : ICharacter
{
    public Enemy(IWeapon weapon) : base(weapon) { }

    public override void Attack(Vector3 pos)
    {
        Debug.Log("Enemy攻擊");
        _weapon.Fire(pos);
    }
}

3、測試

using UnityEngine;

public class Test : MonoBehaviour
{
    // Use this for initialization
    void Start()
    {
        IWeapon weapon = new WeapnGun();
        ICharacter character = new Soldier(weapon);
        character.Attack(Vector3.zero);

        weapon = new WeaponRifle();
        character = new Enemy(weapon);
        character.Attack(Vector3.forward);
    }
}

 

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